msMin : number Advanced timing result: The minimum amount of time the game has taken between consecutive frames. Only calculated
create(autoDestroy) → {Phaser.Timer}
pauseDuration : number Records how long the game was last paused, in milliseconds.(This is not updated until the game is
removeAll() Remove all Timer objects, regardless of their state and clears all Timers from the
events : Phaser.Timer A
slowMotion : number Scaling factor to make the game move smoothly in slow motion 1.0 = normal speed 2.0 =
fpsMin : number Advanced timing result: The lowest rate the fps has dropped to. Only calculated if
desiredFps : integer The desired frame rate of the game. This is used is used to calculate the physic / logic multiplier
elapsedSince(since) → {number} How long has passed since the given time. Parameters
physicsElapsedMS : number The physics update delta, in milliseconds - equivalent to physicsElapsed * 1000.
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